Пример #1
1
 public RESULT getRotation           (out VECTOR forward, out VECTOR up)
 {
     return FMOD_Geometry_GetRotation(rawPtr, out forward, out up);
 }
Пример #2
1
 private static extern RESULT FMOD_System_Set3DListenerAttributes(IntPtr system, int listener, ref VECTOR pos, ref VECTOR vel, ref VECTOR forward, ref VECTOR up);
Пример #3
1
 public RESULT set3DListenerAttributes(int listener, ref VECTOR pos, ref VECTOR vel, ref VECTOR forward, ref VECTOR up)
 {
     return FMOD_System_Set3DListenerAttributes(systemraw, listener, ref pos, ref vel, ref forward, ref up);
 }
Пример #4
1
 public RESULT getPosition           (out VECTOR position)
 {
     return FMOD_Geometry_GetPosition(rawPtr, out position);
 }
Пример #5
1
 private static extern RESULT FMOD_System_GetGeometryOcclusion(IntPtr system, ref VECTOR listener, ref VECTOR source, ref float direct, ref float reverb);
Пример #6
1
 private static extern RESULT FMOD_Sound_Set3DCustomRolloff(IntPtr sound, ref VECTOR points, int numpoints);
Пример #7
1
 public RESULT getGeometryOcclusion(ref VECTOR listener, ref VECTOR source, ref float direct, ref float reverb)
 {
     return FMOD_System_GetGeometryOcclusion(systemraw, ref listener, ref source, ref direct, ref reverb);
 }
Пример #8
1
 private static extern RESULT FMOD_Reverb_Set3DAttributes(IntPtr reverb, ref VECTOR position, float mindistance, float maxdistance);
Пример #9
1
 public RESULT set3DCustomRolloff(ref VECTOR points, int numpoints)
 {
     return FMOD_Sound_Set3DCustomRolloff(soundraw, ref points, numpoints);
 }
Пример #10
1
 public RESULT get3DAttributes(ref VECTOR position, ref float mindistance, ref float maxdistance)
 {
     return FMOD_Reverb_Get3DAttributes(reverbraw, ref position, ref mindistance, ref maxdistance);
 }
Пример #11
1
 // Reverb manipulation.
 public RESULT set3DAttributes(ref VECTOR position, float mindistance, float maxdistance)
 {
     return FMOD_Reverb_Set3DAttributes(reverbraw, ref position, mindistance, maxdistance);
 }
Пример #12
1
 private static extern RESULT FMOD_Geometry_SetRotation(IntPtr geometry, ref VECTOR forward, ref VECTOR up);
Пример #13
1
 private static extern RESULT FMOD_Geometry_SetScale(IntPtr geometry, ref VECTOR scale);
Пример #14
1
 private static extern RESULT FMOD_Geometry_SetPolygonVertex(IntPtr geometry, int index, int vertexindex, ref VECTOR vertex);
Пример #15
1
 private static extern RESULT FMOD_Geometry_AddPolygon(IntPtr geometry, float directocclusion, float reverbocclusion, int doublesided, int numvertices, VECTOR[] vertices, ref int polygonindex);
Пример #16
1
 private static extern RESULT FMOD_Channel_Set3DConeOrientation(IntPtr channel, ref VECTOR orientation);
Пример #17
1
 private static extern RESULT FMOD_ChannelGroup_Override3DAttributes(IntPtr channelgroup, ref VECTOR pos, ref VECTOR vel);
Пример #18
1
 private static extern RESULT FMOD_Channel_Set3DCustomRolloff(IntPtr channel, ref VECTOR points, int numpoints);
Пример #19
1
 public RESULT addPolygon(float directocclusion, float reverbocclusion, bool doublesided, int numvertices, VECTOR[] vertices, ref int polygonindex)
 {
     return FMOD_Geometry_AddPolygon(geometryraw, directocclusion, reverbocclusion, (doublesided ? 1 : 0), numvertices, vertices, ref polygonindex);
 }
Пример #20
1
 private static extern RESULT FMOD_Geometry_SetPosition(IntPtr geometry, ref VECTOR position);
Пример #21
1
 public RESULT setPolygonVertex(int index, int vertexindex, ref VECTOR vertex)
 {
     return FMOD_Geometry_SetPolygonVertex(geometryraw, index, vertexindex, ref vertex);
 }
Пример #22
1
 public RESULT set3DAttributes(ref VECTOR pos, ref VECTOR vel)
 {
     return FMOD_Channel_Set3DAttributes(channelraw, ref pos, ref vel);
 }
Пример #23
1
 public RESULT setPosition(ref VECTOR position)
 {
     return FMOD_Geometry_SetPosition(geometryraw, ref position);
 }
Пример #24
1
 public RESULT override3DAttributes(ref VECTOR pos, ref VECTOR vel)
 {
     return FMOD_ChannelGroup_Override3DAttributes(channelgroupraw, ref pos, ref vel);
 }
Пример #25
1
 public RESULT getScale              (out VECTOR scale)
 {
     return FMOD_Geometry_GetScale(rawPtr, out scale);
 }
Пример #26
1
 public RESULT setRotation(ref VECTOR forward, ref VECTOR up)
 {
     return FMOD_Geometry_SetRotation(geometryraw, ref forward, ref up);
 }
Пример #27
1
 public RESULT set3DConeOrientation(ref VECTOR orientation)
 {
     return FMOD_Channel_Set3DConeOrientation(channelraw, ref orientation);
 }
Пример #28
1
 public RESULT set3DCustomRolloff(ref VECTOR points, int numpoints)
 {
     return FMOD_Channel_Set3DCustomRolloff(channelraw, ref points, numpoints);
 }
Пример #29
1
 public RESULT setScale(ref VECTOR scale)
 {
     return FMOD_Geometry_SetScale(geometryraw, ref scale);
 }
Пример #30
1
 private static extern RESULT FMOD_Channel_Set3DAttributes(IntPtr channel, ref VECTOR pos, ref VECTOR vel);
Пример #31
0
    void Update()
    {
        FMOD.VECTOR pos         = FMODUtils.Vector3ToFMOD(transform.position);
        FMOD.VECTOR vel         = FMODUtils.Vector3ToFMOD(Vector3.zero);         // Only needed if we use doppler effect.
        FMOD.VECTOR alt_pan_pos = FMODUtils.Vector3ToFMOD(Vector3.zero);         // FIXME: I do not know what this is.

        if (Volume < 0)
        {
            Volume = 0;
        }
        if (Speed < 0)
        {
            Speed = 0;
        }

        if (Channel != null)
        {
            Channel.set3DAttributes(ref pos, ref vel, ref alt_pan_pos);
            Channel.setVolume(Volume);

            Channel.setMute(Mute);

            SetSpeed(Speed);
        }
    }
Пример #32
0
    // Start is called before the first frame update
    void Start()
    {
        SoundSystem.instance.ErrorCheck(SoundSystem.instance.GetSoundSystem().createGeometry(1, 4, out _geometry));

        // Cogemos la rotación y la posición
        FMOD.VECTOR position = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.position);
        FMOD.VECTOR forward  = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.forward);
        FMOD.VECTOR up       = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.up);

        //Ponemos la pared en la posición y mirando hacia donde mira el gameobject
        _geometry.setPosition(ref position);
        _geometry.setRotation(ref forward, ref up);

        Vector3 size = gameObject.transform.localScale;

        FMOD.VECTOR[] vertices = new FMOD.VECTOR[4];
        vertices[0].x = ((-size.x / 2));
        vertices[0].y = (size.y);
        vertices[0].z = 0;
        vertices[1].x = ((size.x / 2));
        vertices[1].y = (size.y);
        vertices[1].z = 0;
        vertices[2].x = ((size.x / 2));
        vertices[2].y = (-size.y);
        vertices[2].z = 0;
        vertices[3].x = ((-size.x / 2));
        vertices[3].y = (-size.y);
        vertices[3].z = 0;

        SoundSystem.instance.ErrorCheck(_geometry.addPolygon(directOcclusion, reverbOcclusion, true, 4, vertices, out _polygonIndex));
    }
Пример #33
0
    void Update()
    {
        channel.setPaused(true);
        FMOD.VECTOR pos1 = new FMOD.VECTOR();
        pos1.x = gameObject.transform.position.x; pos1.y = gameObject.transform.position.y; pos1.z = gameObject.transform.position.z;
        FMOD.VECTOR vel1 = new FMOD.VECTOR();
        FMOD.VECTOR v2   = new FMOD.VECTOR();
        v2.x   = 0.0f; v2.y = 0.0f; v2.z = 0.0f;
        vel1.x = pos1.x - lastPos.x; vel1.y = pos1.y - lastPos.y; vel1.z = pos1.z - lastPos.z;

        lastPos = pos1;
        //UnityEngine.Debug.Log(etab);

        double myFreq = frequency;

        myFreq += frequency * etab[0] + frequency * etab[1];
        myFreq  = (myFreq % 1000.0f) + 80.0f;
        sine.setParameterFloat(1, (float)myFreq);
        sine.setParameterInt(0, (int)((Math.Round(5 * etab[0]) + offsetWave)) % 5);
        channel.set3DMinMaxDistance(minDist * DISTANCEFACTOR, maxDist * DISTANCEFACTOR);
        channel.set3DAttributes(ref pos1, ref vel1, ref vel1);
        channel.setVolume(0.4f * etab[2]);
        channel.setPaused(false);
        //lowlevel.update();
    }
Пример #34
0
    private IEnumerator WaitForStreamBuffer()
    {
        do
        {
            yield return(null);
        } while (state == FMOD.OPENSTATE.CONNECTING || state == FMOD.OPENSTATE.BUFFERING);

        if (state == FMOD.OPENSTATE.READY)
        {
            Debug.Log("Internet stream loaded");
            radioStream.setMode(FMOD.MODE.OPENUSER | FMOD.MODE._3D | FMOD.MODE._3D_LINEARROLLOFF);
            lowLevelSystem.playSound(radioStream, channelGroup, true, out channel);
            FMOD.ATTRIBUTES_3D attributes  = FMODUnity.RuntimeUtils.To3DAttributes(gameObject);
            FMOD.VECTOR        alt_pan_pos = Vector3.zero.ToFMODVector();
            channel.set3DMinMaxDistance(minDistance, maxDistance);
            channel.setLoopCount(-1);
            channel.setMode(FMOD.MODE.LOOP_NORMAL);
            channel.set3DAttributes(ref attributes.position, ref attributes.velocity, ref alt_pan_pos);
            channel.setPaused(false);
            channel.setVolume(volume);

            isReadyAndPlaying = true;
        }
        else if (state == FMOD.OPENSTATE.ERROR)
        {
            Debug.Log("Error while loading online , check the address or connection");
        }
    }
Пример #35
0
    void Update()
    {
        attributes.forward  = FMODUnity.RuntimeUtils.ToFMODVector(cam.forward);
        attributes.up       = FMODUnity.RuntimeUtils.ToFMODVector(cam.up);
        attributes.position = FMODUnity.RuntimeUtils.ToFMODVector(cam.position);
        playerPosition      = FMODUnity.RuntimeUtils.ToFMODVector(player.position);

        FMODUnity.RuntimeManager.StudioSystem.setListenerAttributes(listener, attributes, playerPosition);
    }
Пример #36
0
 /// <summary>
 /// Convert OpenMetaVerse to FMOD coordinate space.
 /// </summary>
 /// <param name="omvV"></param>
 /// <returns></returns>
 protected FMOD.VECTOR FromOMVSpace(OpenMetaverse.Vector3 omvV)
 {
     // OMV  X is forward/East, Y is left/North, Z is up.
     // FMOD Z is forward/East, X is right/South, Y is up.
     FMOD.VECTOR v = new FMOD.VECTOR();
     v.x = -omvV.Y;
     v.y = omvV.Z;
     v.z = omvV.X;
     return(v);
 }
Пример #37
0
    // Update is called once per frame
    void Update()
    {
        // Cogemos la rotación y la posición
        FMOD.VECTOR position = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.position);
        FMOD.VECTOR forward  = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.forward);
        FMOD.VECTOR up       = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.up);

        //Ponemos la pared en la posición y mirando hacia donde mira el gameobject
        _geometry.setPosition(ref position);
        _geometry.setRotation(ref forward, ref up);
    }
Пример #38
0
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            FMOD.VECTOR pos = Engine.Sound.SoundPlayer.FMODVectorFromVector3(GetWorldLocation());
            if (reverb != null)
            {
                reverb.set3DAttributes(ref pos, minDist, maxDist);
            }
            else
            {
                throw new System.NullReferenceException("Attempt to work with null reverb in reverb component");
            }
        }
Пример #39
0
    void Update()
    {
        if (_id != -1)
        {
            Quaternion rotation = transform.rotation;

            FMOD.VECTOR pos     = FMODUtils.Vector3ToFMOD(transform.position);
            FMOD.VECTOR vel     = FMODUtils.Vector3ToFMOD(Vector3.zero);             // Only needed if we use doppler effect.
            FMOD.VECTOR forward = FMODUtils.Vector3ToFMOD(rotation * Vector3.forward);
            FMOD.VECTOR up      = FMODUtils.Vector3ToFMOD(rotation * Vector3.up);

            _system.set3DListenerAttributes(_id, ref pos, ref vel, ref forward, ref up);
        }
    }
Пример #40
0
    public void updateSystem(bool force3DSet)
    {
        FMOD.RESULT result = FMOD.RESULT.OK;

        if (m_eventSystem != null && m_eventSystemWasInit)
        {
            if (getAudioListener() != null &&
                (force3DSet || (Time.timeSinceLevelLoad - m_previousListenerUpdateTime) > 0.001f))
            {
                FMOD.VECTOR pos     = new FMOD.VECTOR();
                FMOD.VECTOR vel     = new FMOD.VECTOR();
                FMOD.VECTOR forward = new FMOD.VECTOR();
                FMOD.VECTOR up      = new FMOD.VECTOR();

                pos.x = m_audioListener.transform.position.x;
                pos.y = m_audioListener.transform.position.y;
                pos.z = m_audioListener.transform.position.z;
                if (Time.timeSinceLevelLoad - m_previousListenerUpdateTime > 0)
                {
                    vel.x = (pos.x - m_previousListenerPos.x) / (Time.timeSinceLevelLoad - m_previousListenerUpdateTime);
                    vel.y = (pos.y - m_previousListenerPos.y) / (Time.timeSinceLevelLoad - m_previousListenerUpdateTime);
                    vel.z = (pos.z - m_previousListenerPos.z) / (Time.timeSinceLevelLoad - m_previousListenerUpdateTime);
                }
                forward.x = m_audioListener.transform.forward.x;
                forward.y = m_audioListener.transform.forward.y;
                forward.z = m_audioListener.transform.forward.z;
                up.x      = m_audioListener.transform.up.x;
                up.y      = m_audioListener.transform.up.y;
                up.z      = m_audioListener.transform.up.z;

                result = m_eventSystem.set3DListenerAttributes(0, ref pos, ref vel, ref forward, ref up);
                ERRCHECK(result);
                result = m_system.set3DListenerAttributes(0, ref pos, ref vel, ref forward, ref up);
                ERRCHECK(result);


                m_previousListenerPos = m_audioListener.transform.position;
//					m_previousListenerForward = m_audioListener.transform.forward;
//					m_previousListenerUp = m_audioListener.transform.up;
                m_previousListenerUpdateTime = Time.timeSinceLevelLoad;
            }
            result = m_eventSystem.update();
            ERRCHECK(result);
            result = m_system.update();
            ERRCHECK(result);
        }
    }
Пример #41
0
    private string path = "Assets/3rdPerson+Fly/Sounds/"; // Path of the sound to listen

    void Start()
    {
        path = path + soundName;

        _channel      = new Channel();
        _channelGroup = new FMOD.ChannelGroup();


        _alt_pan_pos = new FMOD.VECTOR();
        _rigidBody   = gameObject.GetComponent <Rigidbody>();

        // Convert game object 3d attributes to FMOD.ATTRIBUTES_3D struct
        _attributes3D = RuntimeUtils.To3DAttributes(gameObject, _rigidBody);

        _soundManager.Create(path, FMOD.MODE.LOOP_NORMAL, out _sound);
        _soundManager.Play(_sound, _channelGroup, false, out _channel, _attributes3D.position, _attributes3D.velocity, _alt_pan_pos);
        _soundManager.ChangeVolume(volume);

        // minDistance: distancia a partir de la cual el sonido comienza a atenuarse
        // maxDistance: distancia a partir de la cual el sonido no se atenúa más (el volumen no es necesariamente 0.0)
        _channel.set3DMinMaxDistance(3.0f, 40.0f);
    }
Пример #42
0
    // Use this for initialization
    void Start()
    {
        channel        = new FMOD.Channel();
        lowLevelSystem = FMODUnity.RuntimeManager.LowlevelSystem;
        FMODUnity.RuntimeManager.LowlevelSystem.getMasterChannelGroup(out channelGroup);

        lowLevelSystem.createSound("Assets\\Sounds\\guitar.mp3", FMOD.MODE.DEFAULT, out guitarSong);
        string songName = "";

        guitarSong.getName(out songName, 20);
        Debug.Log("Playing song: " + songName, gameObject);
        guitarSong.setMode(FMOD.MODE.OPENUSER | FMOD.MODE._3D | FMOD.MODE._3D_LINEARSQUAREROLLOFF);

        lowLevelSystem.playSound(guitarSong, channelGroup, true, out channel);
        channel.set3DMinMaxDistance(minDistance, maxDistance);
        channel.setLoopCount(-1);
        channel.setMode(FMOD.MODE.LOOP_NORMAL);
        FMOD.ATTRIBUTES_3D attributes  = FMODUnity.RuntimeUtils.To3DAttributes(gameObject);
        FMOD.VECTOR        alt_pan_pos = Vector3.zero.ToFMODVector();
        channel.set3DAttributes(ref attributes.position, ref attributes.velocity, ref alt_pan_pos);

        channel.setPaused(false);
    }
Пример #43
0
    public void UpdateEvent(Vector3 curPos, float timeSinceLevelLoad)
    {
        if (m_runtimeEvent != null)
        {
            if (m_eventSystemHandle == null ||
                m_eventSystemHandle.getEventSystem() == null ||
                m_eventSystemHandle.getEventSystem().wasCleaned())
            {
                return;
            }
            FMOD.RESULT result = FMOD.RESULT.OK;

            foreach (FmodRuntimeEventParameter p in getParameters())
            {
                p.UpdateParam(timeSinceLevelLoad - m_previousUpdateTime);
            }
            if (m_source.getSourceType() == FmodEvent.SourceType.SOURCE_3D)
            {
                FMOD.VECTOR pos = new FMOD.VECTOR();
                FMOD.VECTOR vel = new FMOD.VECTOR();

                pos.x = curPos.x;
                pos.y = curPos.y;
                pos.z = curPos.z;
                if (timeSinceLevelLoad - m_previousUpdateTime > 0)
                {
                    vel.x = (curPos.x - m_previousPos.x) / (timeSinceLevelLoad - m_previousUpdateTime);
                    vel.y = (curPos.y - m_previousPos.y) / (timeSinceLevelLoad - m_previousUpdateTime);
                    vel.z = (curPos.z - m_previousPos.z) / (timeSinceLevelLoad - m_previousUpdateTime);
                }
                m_previousPos = curPos;
                result        = m_runtimeEvent.set3DAttributes(ref pos, ref vel);
                ERRCHECK(result);
            }
            m_previousUpdateTime = timeSinceLevelLoad;
        }
    }
Пример #44
0
 private static extern RESULT FMOD5_Geometry_SetScale(IntPtr geometry, ref VECTOR scale);
Пример #45
0
        /// <summary>
        /// Thread to update listener position and generally keep
        /// FMOD up to date.
        /// </summary>
        private void ListenerUpdate()
        {
            // Notice changes in position or direction.
            Vector3 lastpos  = new Vector3(0.0f, 0.0f, 0.0f);
            float   lastface = 0.0f;

            while (true)
            {
                // Two updates per second.
                Thread.Sleep(500);

                if (system == null)
                {
                    continue;
                }

                var     my          = Instance.Client.Self;
                Vector3 newPosition = new Vector3(my.SimPosition);
                float   newFace     = my.SimRotation.W;

                // If we are standing still, nothing to update now, but
                // FMOD needs a 'tick' anyway for callbacks, etc.  In looping
                // 'game' programs, the loop is the 'tick'.   Since Radegast
                // uses events and has no loop, we use this position update
                // thread to drive the FMOD tick.  Have to move more than
                // 500mm or turn more than 10 desgrees to bother with.
                //
                if (newPosition.ApproxEquals(lastpos, 0.5f) &&
                    Math.Abs(newFace - lastface) < 0.2)
                {
                    invoke(new SoundDelegate(delegate
                    {
                        FMODExec(system.update());
                    }));
                    continue;
                }

                // We have moved or turned.  Remember new position.
                lastpos  = newPosition;
                lastface = newFace;

                // Convert coordinate spaces.
                FMOD.VECTOR listenerpos = FromOMVSpace(newPosition);

                // Get azimuth from the facing Quaternion.  Note we assume the
                // avatar is standing upright.  Avatars in unusual positions
                // hear things from unpredictable directions.
                // By definition, facing.W = Cos( angle/2 )
                // With angle=0 meaning East.
                double angle = 2.0 * Math.Acos(newFace);

                // Construct facing unit vector in FMOD coordinates.
                // Z is East, X is South, Y is up.
                FMOD.VECTOR forward = new FMOD.VECTOR
                {
                    x = (float)Math.Sin(angle),
                    y = 0.0f,
                    z = (float)Math.Cos(angle)
                };
                // South
                // East

                //Logger.Log(
                //    String.Format(
                //        "Standing at <{0:0.0},{1:0.0},{2:0.0}> facing {3:d}",
                //            listenerpos.x,
                //            listenerpos.y,
                //            listenerpos.z,
                //            (int)(angle * 180.0 / 3.141592)),
                //    Helpers.LogLevel.Debug);

                // Tell FMOD the new orientation.
                invoke(new SoundDelegate(delegate
                {
                    FMODExec(system.set3DListenerAttributes(
                                 0,
                                 ref listenerpos, // Position
                                 ref ZeroVector,  // Velocity
                                 ref forward,     // Facing direction
                                 ref UpVector));  // Top of head

                    FMODExec(system.update());
                }));
            }
        }
Пример #46
0
    void Start()
    {
        etab = ((botControl)gameObject.GetComponent <botControl>()).emoTab;
        FMOD.VECTOR pos1 = new FMOD.VECTOR();
        pos1.x  = gameObject.transform.position.x; pos1.y = gameObject.transform.position.y; pos1.z = gameObject.transform.position.z;
        lastPos = pos1;
        FMOD.VECTOR vel1 = new FMOD.VECTOR();
        vel1.x = 0.0f; vel1.y = 0.0f; vel1.z = 0.0f;

        FMODUnity.RuntimeManager.StudioSystem.getLowLevelSystem(out lowlevel);
        System.Random random = new System.Random();

        offsetWave = random.Next(0, 5);
        switch (random.Next(0, 5))
        {
        case 0:
        {
            frequency = 220f;
            break;
        }

        case 1:
        {
            frequency = 440f;
            break;
        }

        case 2:
        {
            frequency = 880f;
            break;
        }

        case 3:
        {
            frequency = 1760f;
            break;
        }

        case 4:
        {
            frequency = 110f;
            break;
        }

        case 5:
        {
            frequency = 3520f;
            break;
        }

        default:
        {
            break;
        }
        }


        lowlevel.createDSPByType(DSP_TYPE.OSCILLATOR, out sine);
        sine.setParameterFloat(1, (float)frequency);

        lowlevel.playDSP(sine, null, true, out channel);
        channel.setMode(MODE._3D | MODE._3D_LINEARROLLOFF);
        channel.set3DMinMaxDistance(minDist * DISTANCEFACTOR, maxDist * DISTANCEFACTOR);
        channel.set3DAttributes(ref pos1, ref vel1, ref vel1);
        channel.setVolume(0.3f);
        channel.setPaused(false);
    }
Пример #47
0
	// Update is called once per frame
	void Update () {
        FMOD.ATTRIBUTES_3D attributes = FMODUnity.RuntimeUtils.To3DAttributes(gameObject);
        alt_pan_pos = Vector3.zero.ToFMODVector();
        channel.set3DAttributes(ref attributes.position, ref attributes.velocity, ref alt_pan_pos);
	}
Пример #48
0
 public void Play(FMOD.Sound sound, FMOD.ChannelGroup channelGroup, bool paused, out FMOD.Channel channel, FMOD.VECTOR pos, FMOD.VECTOR vel, FMOD.VECTOR alt_pan_pos)
 {
     _soundSystem.playSound(sound, channelGroup, paused, out channel);
     _channel = channel;
     _channel.set3DAttributes(ref pos, ref vel, ref alt_pan_pos);
 }
Пример #49
0
 private static extern RESULT FMOD5_Geometry_GetRotation(IntPtr geometry, out VECTOR forward, out VECTOR up);
Пример #50
0
 private static extern RESULT FMOD5_Geometry_GetPosition(IntPtr geometry, out VECTOR position);
Пример #51
0
 private static extern RESULT FMOD_ChannelGroup_Override3DAttributes(IntPtr channelgroup, ref VECTOR pos, ref VECTOR vel);
Пример #52
0
 private static extern RESULT FMOD5_Geometry_GetPolygonVertex(IntPtr geometry, int index, int vertexindex, out VECTOR vertex);
 private static extern RESULT FMOD5_System_Get3DListenerAttributes(IntPtr system, int listener, out VECTOR pos, out VECTOR vel, out VECTOR forward, out VECTOR up);
Пример #54
0
 public RESULT override3DAttributes(ref VECTOR pos, ref VECTOR vel)
 {
     return(ChannelGroup.FMOD_ChannelGroup_Override3DAttributes(channelgroupraw, ref pos, ref vel));
 }
 public RESULT get3DListenerAttributes(int listener, out VECTOR pos, out VECTOR vel, out VECTOR forward, out VECTOR up)
 {
     return(FMOD5_System_Get3DListenerAttributes(handle, listener, out pos, out vel, out forward, out up));
 }
 private static extern RESULT FMOD5_System_GetGeometryOcclusion(IntPtr system, ref VECTOR listener, ref VECTOR source, out float direct, out float reverb);
Пример #57
0
 private static extern RESULT FMOD5_ChannelGroup_Set3DCustomRolloff(IntPtr channelgroup, ref VECTOR points, int numpoints);
 public RESULT getGeometryOcclusion(ref VECTOR listener, ref VECTOR source, out float direct, out float reverb)
 {
     return(FMOD5_System_GetGeometryOcclusion(handle, ref listener, ref source, out direct, out reverb));
 }
Пример #59
0
 private static extern RESULT FMOD5_ChannelGroup_Get3DConeOrientation(IntPtr channelgroup, out VECTOR orientation);
 public RESULT set3DListenerAttributes(int listener, ref VECTOR pos, ref VECTOR vel, ref VECTOR forward, ref VECTOR up)
 {
     return(FMOD5_System_Set3DListenerAttributes(handle, listener, ref pos, ref vel, ref forward, ref up));
 }